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Page 1: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

[email protected] itp.aalto.fi

Page 2: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

Visiting address Runeberginkatu 22-24 00100 Helsinki

Mailing address P.O. Box 21220 00076 Aalto

Website www.itp.aalto.fi

Program Manager Laura Sivula, MA (Hons)

Project Coordinator – ISB Merja Suhonen

Project Coordinator – SED Heini-Maari Kemppainen

Project Coordinator – DIE Niko Helle

SUBPROGRAM TIMETABLE APPLICATION DEADLINE

Information & Service Business (ISB) 24 ECTS

May 25 to August 28, 2015 Kick-off week: May 25 to 29, 2015 Holiday week: July 20 to 24, 2015

March 25, 2015

Strategy & Experience Design (SED) 24 ECTS

May 25 to August 28, 2015 Kick-off week: May 25 to 29, 2015 Holiday week: July 20 to 24, 2015

March 25, 2015

Digital & Interactive Entertainment (DIE) 24 ECTS

May 25 to August 28, 2015 Kick-off week: May 25 to 29, 2015 Holiday week: July 20 to 24, 2015

March 25, 2015

∙ Neither of the subprograms require experience or studies in the field ∙ Attendance in all courses is compulsory ∙ Students who do not attend at least 80% of scheduled classes will fail the course ∙ It is essential that students are fluent in English

Page 3: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

Information Technology Program

ITP is a summer program that combines academic education and business projects into an intensive

experience. The purpose is to provide students with a strong applied understanding of information

technologies. The program provides necessary concepts and approaches that enable students with

diverse backgrounds to operate effectively in the global business environment. The program consists of

three simultaneous tracks with different areas of concentration. Students can participate in one of the

tracks during the summer. The tracks for ITP 2015 in are: Information & Service Business (ISB), Strategy &

Experience Design (SED) and Digital & Interactive Entertainment (DIE).

Aalto University

Established in 2010, Aalto University resulted from the merger of three of Finland’s top universities:

Helsinki School of Economics, University of Technology, and University of Art and Design Helsinki. The

Schools of Aalto are all leading and renowned institutions in their respective fields and bring centuries of

experience to the new university.

Credits and workload

Courses are in intensive three week modules

42 contact hours

Courses are held 4 days a week

9am – 12.30pm

Business project is running throughout the summer

Students are required to complete all courses

24 ECTS or 30 ECTS with extra coursework

Academic requirements

Applicants must have at least 60 ECTS of a BSc degree completed when applying to the program

Language requirements

All teaching and business projects are in English

Page 4: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

Required information

Brief resume information, including personal contact details, student ID number, education,

estimated time of graduation, work experience, computer skills and acquired skills relevant to the

chosen track

An official transcript of grades either in Finnish or in English from current home university

Answers to the following essay questions (max. 500 words per essay):

o Self-evaluation of strengths and weaknesses in teamwork

o What motivates you to study in ITP?

All non-Aalto University students must have permission from their home university (electronic

JOO-agreement or exchange agreement)

Applicant groups

Aalto University degree students

JOO-agreement students from other Finnish universities

Exchange students from partner universities

Number of students accepted

Information & Service Business (ISB): 36

Strategy & Experience Design (SED): 26

Digital & Interactive Entertainment (ISB): 30

Student selection criteria

Applicant’s motivation and commitment (25%)

Self-evaluation of strengths and weaknesses (15%)

Previous studies (including grades and efficiency) (40%)

Work experience and IT skills (20%)

Application process

Online application form will be available at www.itp.aalto.fi Monday 19th January onwards

Page 5: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

Information & Service Business (ISB) subprogram in ITP aims at providing students with an understanding

of e-business infrastructure technologies, new business opportunities these technologies create, and

their effects on the business environments and societies in which they are used.

ISB 1: Managing Software & Service Business (6 ECTS)

June 1 – June 19

Brief Description

This course explores issues in managing the business of software and services. The key issues faced by

SME’s and start-ups over the lifecycle of a software venture from an idea to a product and further to

maintaining the product and business. One focus area is the co-ordination of software and business

development. The course provides students with skills to manage the business side of a software

business. The course is highly interactive, consisting of lectures, visitor cases and assignments.

Key Topics

Productization of digital service ideas Product vs. service Financing a venture Managing product development and growth Risk management Making the software business case Managing the product life-cycle

Prof. Matti Rossi Prof. Tuure Tuunanen Prof. Heikki Topi

Aalto University University of Jyväskylä Bentley University

Page 6: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

ISB 2: Achieving Strategic Advantage through Distributed Technologies (6 ECTS)

June 29 – July 17

Brief Description

This course explores the implementation of business models, strategies and tactics made possible by

modern information technology. Ubiquitous, inexpensive network connectivity, improved development

technologies, better packaged software and outsourcing have dramatically expanded the range of

strategic options for managers. This course provides students with frameworks and tools to develop

implement and manage business models effectively and efficiently in a rapidly evolving environment.

Key Topics

Types of business models Budgeting and return on IT investment Enterprise and service oriented architecture Can IT still be strategic? The buy vs. build decision Selecting and managing vendors Managing and assessing software development Content and knowledge management

Prof. William T. Schiano

Bentley University

Page 7: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

ISB 3: Current Topics in Information and Service Business (6 ECTS)

August 3 – 21

Brief Description

This course is aimed to help the students to finalize their project work of the summer by giving them

feedback and new ideas about possible solutions to the project problem. The aim is to come back to

managing the business side of a software business and to dig deeper to what is happening in the industry

today.

Key Topics

What’s new in the field Digital service ideas Solutions vs. services Service oriented architecture Big data and analytics

Dr. Andrew Urbaczewski

University of Denver

Page 8: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

The Strategy & Experience Design (SED) subprogram in ITP aims at providing students with an

understanding of basic methods, techniques and tools for producing and designing digital media

products. This concentration area focuses on concept and design processes, hands-on-work using variety

of digital media software and strategic decisions related to digital media products.

SED 1: Strategic Design (6 ECTS)

June 1 – June 5 & June 29 – July 3 & August 3 – 7

Brief Description

We discuss and discover experiences that reach people through many different digital touch-points.

During the classes the design skills such as the ability to ideate, research, visualize, and organize

information is used to get holistic understanding for design in strategic level. The hands-on work is

information, end-user and technology driven.

Key Topics

Design processes in digital world

Design Strategy I - what and to whom

Tools – LoFi prototyping

Research (benchmarking, ethnography, observation)

Juha Kronqvist Aalto ARTS

Page 9: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

SED 2: User Experience Design (6 ECTS)

June 15 – 18 & July 6 – 10 & August 10 - 14

Brief Description

Based on the insights from the first phase, the groups will ideate the creative concepts towards the

overall focus and design principles for the project. Skills and tools in this phase include for example paper

prototyping, layouts and sketching, interaction design and visual communication.

Key Topics

Elaboration – Personas, scenarios Design Strategy II – Focus, principles, limitations and realities User Experience Design Interaction Design Visual Communication Sami Niemelä Creative Director Nordkapp

Page 10: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

SED 3: Prototyping and Implementation (6 ECTS)

June 8 – 12 & July 13 – 17 & August 17 - 21

Brief Description

After completing the fundamental design phases, the groups start the actual implementation and

development. Based on the work from phase II, the group will build and iterate various release candidates

for testing and evaluation and continue this loop until the final release.

The final product(s) of this phase act as a starting point for the final work of project course.

Key Topics

Prototyping Typography Visual Design Adobe Photoshop, Illustrator and InDesign Programs Implementation Anne Pasanen Aalto ARTS

Page 11: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

The Digital & Interactive Entertainment (DIE) subprogram in ITP aims at providing students with an

understanding of basic methods, techniques and tools for managing digital marketing strategies. This

concentration area focuses on digital marketing platforms, content marketing, digitalization,

monetization business models, hands-on-work using a variety of digital marketing and analytics tools and

strategic decisions related to digital marketing strategies.

DIE 1: Digital Marketing Strategies

1 June – 19 June

Brief Description

This course explores how to manage digital marketing strategies in multiple platforms. The course

provides students with skills to manage various aspects of digital marketing and gain understanding of

digitalization and its impact for businesses. The course consists of lectures, case studies, visiting lecturers

and assignments.

Key Topics

Digital marketing platforms

Segmentation

Multi-channel communications

Content marketing

Internet of things (IoT)

Current topics in digitalization

Antti Leino, M.Sc. Digital Director Group M

Page 12: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

DIE 2: Monetization Business Models

29 June – 19 July

Brief Description

How do games and applications make money? This series of lectures aims to present a thorough review

of the economic design of videogames and mobile applications. Students exiting this course will do so

with a deep understanding of the industry's monetization techniques, market structure, and prevailing

trends. A historical background on the evolution of monetization in games will chart the origins of today's

dominant business model: Free-to-play (F2P).

The design of mobile free-to-play games will be analyzed, from game economies to their mechanics, core

loops, and meta-layers. Students will take part in both economy and game design, achieve a solid

understanding of why some mobile games succeed while others fail, and gain proficiency in game

economy creation, balancing, and modeling across multiple genres.

Key Topics

Pricing strategies

Freemium business models

Economy design

Trends in monetization

Matthew Laurence Core Product Manager Rovio

Page 13: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

DIE 3: Web and Mobile Analytics

3 August – 21 August

Brief Description

The course combines theory and practice to educate students about analytics. Students will learn how to

choose the right metrics for a given business, how to interpret and report them, and how to apply

analytics in business decisions. The key topics include audience, acquisition, behavior and conversion.

Students will also learn about attribution models and multichannel tracking. The platform of the course is

Google Analytics.

As a part of the course, students will submit a practical report. The report is based on an audit of a case

company's use of analytics and their actual performance. It will help students understand how analytics is

used in companies and how to report performance based on select KPI's and data.

Key Topics

Business intelligence

Analytics metrics

User acquisition

Auditing

Analytics tools and platforms

Dr. Joni Salminen Turku School of Economics

Page 14: Information Technology Program - Aston University · trends. A historical background on the evolution of monetization in games will chart the origins of today's dominant business

Business Project (6 ECTS)

May 25 – August 28

Brief Description

The objective of the business project is to apply the theory learned during the conceptual courses in

practice. The projects completed during the summer will be based on real life needs of collaborating

companies. The project weeks are dedicated to the project and events related to it. The participants will

also be working on the project during the courses, especially on the lecture free project days. The course

will consist of workshops, group work, lectures and other events.

The course will start with Project Management Workshops, which provide the participants with the

necessary background for participation in ITP business projects. During the first week, business project

groups will have their first meetings with the client company. There will also be training for project work

and participants will learn more about working in intercultural teams.

Key Contents

Integration of the skills and knowledge acquired during prerequisite courses

Business project workshops

Project management skills and methods

Planning and conducting of business projects throughout the summer

Development of personal team working skills and abilities

ITP Staff and Project Coordinators